var t = require;
var e = module;
var o = exports;
var i, n = this && this.__extends || (i = function(t, e) {
    return (i = Object.setPrototypeOf || {
        __proto__: []
    }
    instanceof Array &&
    function(t, e) {
        t.__proto__ = e
    } ||
    function(t, e) {
        for (var o in e) Object.prototype.hasOwnProperty.call(e, o) && (t[o] = e[o])
    })(t, e)
},
function(t, e) {
    function o() {
        this.constructor = t
    }
    i(t, e),
    t.prototype = null === e ? Object.create(e) : (o.prototype = e.prototype, new o)
}),
a = this && this.__decorate ||
function(t, e, o, i) {
    var n, a = arguments.length,
    r = a < 3 ? e: null === i ? i = Object.getOwnPropertyDescriptor(e, o) : i;
    if ("object" == typeof Reflect && "function" == typeof Reflect.decorate) r = Reflect.decorate(t, e, o, i);
    else for (var s = t.length - 1; s >= 0; s--)(n = t[s]) && (r = (a < 3 ? n(r) : a > 3 ? n(e, o, r) : n(e, o)) || r);
    return a > 3 && r && Object.defineProperty(e, o, r),
    r
};
Object.defineProperty(o, "__esModule", {
    value: !0
});
var r = t("Util"),
s = t("Global"),
l = cc._decorator,
c = l.ccclass,
d = l.property,
h = function(t) {
    function e() {
        var e = null !== t && t.apply(this, arguments) || this;
        return e.spine = null,
        e.gatlinEffect = null,
        e.grenadeEffect = null,
        e
    }
    return n(e, t),
    e.prototype.init = function(t) {
        var e, o = this;
        switch (void 0 === t && (t = s.PoolKey.gatlinhiteff), t) {
            case s.PoolKey.gatlinhiteff:
                e = this.gatlinEffect;
            break;
            case s.PoolKey.GrenadeHitEff:
                e = this.grenadeEffect;
        }
        this.spine.skeletonData = e,
        this.spine.setAnimation(0, "animation", !1),
        this.scheduleOnce(function() {
            r.Util.objectPool.putNodeIntoNodePool(t, o.node)
        },
        .5)
    },
    a([d(sp.Skeleton)], e.prototype, "spine", void 0),
    a([d(sp.SkeletonData)], e.prototype, "gatlinEffect", void 0),
    a([d(sp.SkeletonData)], e.prototype, "grenadeEffect", void 0),
    a([c], e)
} (cc.Component);
o.default = h